Mountsins and shaders

This commit is contained in:
paulevsGitch 2020-10-07 00:19:36 +03:00
parent eb71045d34
commit 7af3f5f981
48 changed files with 578 additions and 5 deletions

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{
"defaultMaterial": "betterend:wave_glow_all"
}

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{
"defaultMaterial": "betterend:glow_all"
}

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{
"layers": [
{
"vertexSource": "canvas:shaders/material/default.vert",
"fragmentSource": "betterend:shaders/material/glow_10.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "canvas:shaders/material/default.vert",
"fragmentSource": "betterend:shaders/material/glow_33.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "canvas:shaders/material/default.vert",
"fragmentSource": "betterend:shaders/material/glow_50.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "canvas:shaders/material/default.vert",
"fragmentSource": "betterend:shaders/material/glow_50_half.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "canvas:shaders/material/default.vert",
"fragmentSource": "betterend:shaders/material/glow_all.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "canvas:shaders/material/default.vert",
"fragmentSource": "betterend:shaders/material/glow_all_half.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "canvas:shaders/material/default.vert",
"fragmentSource": "betterend:shaders/material/glow_inc.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "canvas:shaders/material/default.vert",
"fragmentSource": "betterend:shaders/material/glow_transparent.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "betterend:shaders/material/wave_large.vert",
"fragmentSource": "betterend:shaders/material/glow_50_half.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "betterend:shaders/material/wave_large.vert",
"fragmentSource": "betterend:shaders/material/glow_inc.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "canvas:shaders/material/default.vert",
"fragmentSource": "canvas:shaders/material/default.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "betterend:shaders/material/offset_floor.vert",
"fragmentSource": "canvas:shaders/material/default.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "betterend:shaders/material/small_wave.vert",
"fragmentSource": "betterend:shaders/material/glow_50_half.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "betterend:shaders/material/wave.vert",
"fragmentSource": "betterend:shaders/material/glow_33.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "betterend:shaders/material/wave.vert",
"fragmentSource": "betterend:shaders/material/glow_33_half.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "betterend:shaders/material/wave.vert",
"fragmentSource": "betterend:shaders/material/glow_50_half.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "betterend:shaders/material/wave.vert",
"fragmentSource": "betterend:shaders/material/glow_all.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "betterend:shaders/material/wave.vert",
"fragmentSource": "betterend:shaders/material/glow_inc.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "betterend:shaders/material/wave.vert",
"fragmentSource": "canvas:shaders/material/default.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "betterend:shaders/material/wave_floor.vert",
"fragmentSource": "canvas:shaders/material/default.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "betterend:shaders/material/wave_large.vert",
"fragmentSource": "canvas:shaders/material/default.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "betterend:shaders/material/small_wave.vert",
"fragmentSource": "canvas:shaders/material/default.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "betterend:shaders/material/wall_wave.vert",
"fragmentSource": "canvas:shaders/material/default.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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{
"layers": [
{
"vertexSource": "betterend:shaders/material/wall_wave.vert",
"fragmentSource": "canvas:shaders/material/glow_all.frag",
"disableAo": true,
"disableDiffuse": true
}
]
}

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#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.1 ? 1 : 0;
}

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#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.33 ? 1 : 0;
}

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#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.33 ? 0.5 : 0;
}

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#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.5 ? 1 : 0;
}

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#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = frx_luminance(fragData.spriteColor.rgb) > 0.5 ? 0.5 : 0;
}

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#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = 1;
}

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#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = 0.5;
}

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#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
float light = frx_luminance(fragData.spriteColor.rgb) * 2 - 0.3;
fragData.emissivity = clamp(light, 0, 1);
}

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#include frex:shaders/api/fragment.glsl
#include frex:shaders/lib/math.glsl
void frx_startFragment(inout frx_FragmentData fragData) {
fragData.emissivity = 1;
fragData.ao = false;
fragData.diffuse = false;
}

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#include frex:shaders/api/vertex.glsl
#include frex:shaders/api/world.glsl
#include frex:shaders/lib/math.glsl
#include frex:shaders/lib/noise/noise4d.glsl
/******************************************************
Based on "GPU-Generated Procedural Wind Animations for Trees"
by Renaldas Zioma in GPU Gems 3, 2007
https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-6-gpu-generated-procedural-wind-animations-trees
Remake of canvas default shader for the Nether
******************************************************/
#define NOISE_SCALE 0.125
void frx_startVertex(inout frx_VertexData data) {
data.vertex.xz += data.normal.xz * data.spriteUV.y * 0.02;
}

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#include frex:shaders/api/vertex.glsl
#include frex:shaders/api/world.glsl
#include frex:shaders/lib/math.glsl
#include frex:shaders/lib/noise/noise4d.glsl
/******************************************************
Based on "GPU-Generated Procedural Wind Animations for Trees"
by Renaldas Zioma in GPU Gems 3, 2007
https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-6-gpu-generated-procedural-wind-animations-trees
Remake of canvas default shader for the Nether
******************************************************/
void frx_startVertex(inout frx_VertexData data) {
#ifdef ANIMATED_FOLIAGE
float t = frx_renderSeconds() * 0.05;
vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * 0.5;
float wind = snoise(vec4(pos, t)) * 0.02;
data.vertex.x += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;
data.vertex.z += sin(t * 19) * wind;
#endif
}

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#include frex:shaders/api/vertex.glsl
#include frex:shaders/api/world.glsl
#include frex:shaders/lib/math.glsl
#include frex:shaders/lib/noise/noise4d.glsl
/******************************************************
Based on "GPU-Generated Procedural Wind Animations for Trees"
by Renaldas Zioma in GPU Gems 3, 2007
https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-6-gpu-generated-procedural-wind-animations-trees
Remake of canvas default shader for the Nether
******************************************************/
void frx_startVertex(inout frx_VertexData data) {
#ifdef ANIMATED_FOLIAGE
float t = frx_renderSeconds() * 0.05;
vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * 0.5;
float wind = snoise(vec4(pos, t)) * 0.1;
//vec3 center = frx_modelOriginWorldPos() + vec3(0.5);
//vec3 absDist = abs(pos - center) * 2;
//wind *= clamp(1 - absDist.x + absDist.y + absDist.z, 0, 1);
wind *= 1 - data.spriteUV.y;
data.vertex.y += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;
data.vertex.x += cos(t * 14) * wind;
data.vertex.z += sin(t * 19) * wind;
#endif
}

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#include frex:shaders/api/vertex.glsl
#include frex:shaders/api/world.glsl
#include frex:shaders/lib/math.glsl
#include frex:shaders/lib/noise/noise4d.glsl
/******************************************************
Based on "GPU-Generated Procedural Wind Animations for Trees"
by Renaldas Zioma in GPU Gems 3, 2007
https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-6-gpu-generated-procedural-wind-animations-trees
Remake of canvas default shader for the Nether
******************************************************/
#define NOISE_SCALE 0.125
void frx_startVertex(inout frx_VertexData data) {
#ifdef ANIMATED_FOLIAGE
float t = frx_renderSeconds() * 0.05;
vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * NOISE_SCALE;
float wind = snoise(vec4(pos, t)) * 0.1;
data.vertex.x += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;
data.vertex.z += sin(t * 19) * wind;
#endif
}

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#include frex:shaders/api/vertex.glsl
#include frex:shaders/api/world.glsl
#include frex:shaders/lib/math.glsl
#include frex:shaders/lib/noise/noise4d.glsl
/******************************************************
Based on "GPU-Generated Procedural Wind Animations for Trees"
by Renaldas Zioma in GPU Gems 3, 2007
https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-6-gpu-generated-procedural-wind-animations-trees
Remake of canvas default shader for the Nether
******************************************************/
#define NOISE_SCALE 0.125
void frx_startVertex(inout frx_VertexData data) {
#ifdef ANIMATED_FOLIAGE
float t = frx_renderSeconds() * 0.05;
vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * NOISE_SCALE;
float wind = snoise(vec4(pos, t)) * 0.2;
wind *= 1 - data.spriteUV.y;
data.vertex.x += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;
data.vertex.z += sin(t * 19) * wind;
#endif
}

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#include frex:shaders/api/vertex.glsl
#include frex:shaders/api/world.glsl
#include frex:shaders/lib/math.glsl
#include frex:shaders/lib/noise/noise4d.glsl
/******************************************************
Based on "GPU-Generated Procedural Wind Animations for Trees"
by Renaldas Zioma in GPU Gems 3, 2007
https://developer.nvidia.com/gpugems/gpugems3/part-i-geometry/chapter-6-gpu-generated-procedural-wind-animations-trees
Remake of canvas default shader for the Nether
******************************************************/
void frx_startVertex(inout frx_VertexData data) {
#ifdef ANIMATED_FOLIAGE
float t = frx_renderSeconds() * 0.05;
vec3 pos = (data.vertex.xyz + frx_modelOriginWorldPos()) * 0.0625;
float wind = snoise(vec4(pos, t)) * 0.25;
data.vertex.x += (cos(t) * cos(t * 3) * cos(t * 5) * cos(t * 7) + sin(t * 25)) * wind;
data.vertex.z += sin(t * 19) * wind;
#endif
}

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"LivingEntityMixin",
"BiomeMixin",
"SlimeEntityMixin",
"LocateCommandMixin"
"LocateCommandMixin",
"DefaultBiomeCreatorMixin"
],
"injectors": {
"defaultRequire": 1